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1

Lemasurier, Gregory, Gal Bejerano, Victoria Albanese, Jenna Parrillo, Holly A. Yanco, Nicholas Amerson, Rebecca Hetrick e Elizabeth Phillips. "Methods for Expressing Robot Intent for Human–Robot Collaboration in Shared Workspaces". ACM Transactions on Human-Robot Interaction 10, n.º 4 (31 de dezembro de 2021): 1–27. http://dx.doi.org/10.1145/3472223.

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Human–robot collaboration is becoming increasingly common in factories around the world; accordingly, we need to improve the interaction experiences between humans and robots working in these spaces. In this article, we report on a user study that investigated methods for providing information to a person about a robot’s intent to move when working together in a shared workspace through signals provided by the robot. In this case, the workspace was the surface of a tabletop. Our study tested the effectiveness of three motion-based and three light-based intent signals as well as the overall level of comfort participants felt while working with the robot to sort colored blocks on the tabletop. Although not significant, our findings suggest that the light signal located closest to the workspace—an LED bracelet located closest to the robot’s end effector—was the most noticeable and least confusing to participants. These findings can be leveraged to support human–robot collaborations in shared spaces.
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Beng Liang, Ong, Teo Rhun Ming, Noris Mohd Norowi e Azrul Hazri Jantan. "Using Continuous Spatial Configuration for Bezel Issues in a Multi-Mobile System". International Journal of Engineering & Technology 7, n.º 4.31 (9 de dezembro de 2018): 431–36. http://dx.doi.org/10.14419/ijet.v7i4.31.23724.

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With the rapid moving technology and innovation, the current digital technology such as smartphones and tabletop system have become vital necessities to accommodate people’s daily activities. As a more robust alternative to tabletop system, the multi-mobile system is also benefiting humans’ interaction by combining multiple mobile devices to become a shared and larger touch surface display. This paper demonstrates the study on effects of bezels on a multi-mobile system which allows users to perform collaborative drawing task with mobile devices in an ad-hoc manner. Unfortunately, gaps and physical design of the mobile devices between the mobile displays cause inherent design problems to the multi-display structure. Before conducting the experiments, two prototypes have been designed; high-fidelity prototype (without solution) and iterative prototype (with the continuous spatial configuration). Two user studies have been conducted with the prototypes by observing groups of students performing an interactive drawing task and the findings were compared. Results from the first user study show gaps and disjointed objects were observed in the drawing outcomes, while in the second user study, where the Continuous Spatial Configuration was implemented as a solution to this bezel issue, the gaps and spaces between the screens were eliminated by 94.8%. From this study, it is believed that implementing the Continuous Spatial Configuration in the prototype designs can improve the user experience in the context of collaboration beyond the use of expensive tabletops systems.  Â
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Hagen, Simen, e Frode Eika Sandnes. "Visual scoping and personal space on shared tabletop surfaces". Journal of Ambient Intelligence and Humanized Computing 3, n.º 2 (20 de outubro de 2011): 95–102. http://dx.doi.org/10.1007/s12652-011-0076-9.

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Oppl, Stefan, e Christian Stary. "Facilitating shared understanding of work situations using a tangible tabletop interface". Behaviour & Information Technology 33, n.º 6 (2 de outubro de 2013): 619–35. http://dx.doi.org/10.1080/0144929x.2013.833293.

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Echtler, Florian, Vitus Maierhöfer, Nicolai Brodersen Hansen e Raphael Wimmer. "SurfaceCast: Ubiquitous, Cross-Device Surface Sharing". Proceedings of the ACM on Human-Computer Interaction 7, ISS (31 de outubro de 2023): 286–308. http://dx.doi.org/10.1145/3626475.

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Real-time online interaction is the norm today. Tabletops and other dedicated interactive surface devices with direct input and tangible interaction can enhance remote collaboration, and open up new interaction scenarios based on mixed physical/virtual components. However, they are only available to a small subset of users, as they usually require identical bespoke hardware for every participant, are complex to setup, and need custom scenario-specific applications. We present SurfaceCast, a software toolkit designed to merge multiple distributed, heterogeneous end-user devices into a single, shared mixed-reality surface. Supported devices include regular desktop and laptop computers, tablets, and mixed-reality headsets, as well as projector-camera setups and dedicated interactive tabletop systems. This device-agnostic approach provides a fundamental building block for exploration of a far wider range of usage scenarios than previously feasible, including future clients using our provided API. In this paper, we discuss the software architecture of SurfaceCast, present a formative user study and a quantitative performance analysis of our framework, and introduce five example application scenarios which we enhance through the multi-user and multi-device features of the framework. Our results show that the hardware- and content-agnostic architecture of SurfaceCast can run on a wide variety of devices with sufficient performance and fidelity for real-time interaction.
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Dhagat, Priya, Joshua Coan, Ayanava Ganguly, Cole Puetz, David Silvestri e Syra Madad. "Enhancing Healthcare Preparedness: Lessons from a Tabletop Exercise on Highly Pathogenic Avian Influenza (HPAI)". Tropical Medicine and Infectious Disease 10, n.º 2 (6 de fevereiro de 2025): 47. https://doi.org/10.3390/tropicalmed10020047.

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Tabletop exercises offer a structured opportunity to assess strengths and potential gaps in preparedness and response plans in a safe learning environment. The New York City Health + Hospitals System-Wide Special Pathogens Program conducted an innovative and multidisciplinary tabletop exercise involving escalating scenarios of highly pathogenic avian influenza (HPAI) H5N1 in 2023. The goals were to assess patient screening processes for infectious diseases within healthcare facilities, infection prevention and control strategies, risk communication, and notification and involvement of public health stakeholders. Participants reflected on previous outbreak responses, discussed the importance of risk communication, and shared insights on tools and resources that would better support healthcare professionals in identifying and managing patients with HPAI/H5N1 infection. Key takeaways included establishing clear protocols for HPAI/H5N1 management, providing timely education to healthcare professionals, and assessing useful communication modalities. Methods: The exercise included escalating scenarios involving a single case of HPAI/H5N1 advancing to community transmission. Key participants spanned clinical departments, infection prevention and control, emergency management, and local public health stakeholders. Structured discussions targeted triggers for escalation, infection prevention strategies, and communication pathways. Results: Findings highlighted the need for tailored screening criteria, robust infection prevention protocols, clear communication strategies, and collaboration with public health authorities. Specific improvements included refining triage and isolation protocols, enhancing staff education, and leveraging syndromic surveillance systems. Conclusion: This exercise underscored the importance of proactive planning, multidisciplinary collaboration, and integration of biosafety measures to strengthen healthcare system resilience against HPAI/H5N1.
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Maquil, Valérie, Hoorieh Afkari, Béatrice Arend, Svenja Heuser e Patrick Sunnen. "Balancing Shareability and Positive Interdependence to Support Collaborative Problem-Solving on Interactive Tabletops". Advances in Human-Computer Interaction 2021 (22 de abril de 2021): 1–17. http://dx.doi.org/10.1155/2021/6632420.

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To support collaboration, researchers from different fields have proposed the design principles of shareability (engaging users in shared interactions around the same content) and positive interdependence (distributing roles and information to make users dependent on each other). While, on its own, each principle was shown to successfully support collaboration in different contexts, these principles are also partially conflicting, and their combination creates several design challenges. This paper describes how shareability and positive interdependency were jointly implemented in an interactive tabletop-mediated environment called Orbitia, with the aim of inducing collaboration between three adult participants. We present the design details and rationale behind the proposed application. Furthermore, we describe the results of an empirical evaluation focusing on joint problem-solving efficiency, collaboration styles, participation equity, and perceived collaboration effectiveness.
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Cho, Yeonhee, Michele Newman, Caroline Pitt, Jason C. Yip e Jin Ha Lee. "You Are Tilted!: Leveraging Tabletop Gaming to Manage Tilt and Strengthen Team Dynamics in Esports". Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (14 de outubro de 2024): 1–29. http://dx.doi.org/10.1145/3677116.

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Tilt, characterized by heightened frustration, is a prevalent issue in esports, significantly impacting team dynamics and player well-being. Traditional Human-Computer Interaction (HCI) solutions often focus on individual strategies, overlooking the team-based nature of esports. This study introduces 'TILTED', a tabletop game co-designed with youth esports players, aimed at fostering open communication and empathy to collectively manage tilt. Findings from four user testing sessions with collegiate esports teams reveal that team-based interventions like 'TILTED' can enhance team cohesion and provide effective strategies for emotional regulation. The game facilitates understanding and empathy among teammates for managing emotions and maintaining a positive team atmosphere. Our research underscores the importance of resetting strategies and shared mental models in helping to mitigate tilt and offers design implications for future team-based interventions to enhance team dynamics and tilt management strategies as a team.
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Blick, Sarah. "Bringing Pilgrimage Home: The Production, Iconography, and Domestic Use of Late-Medieval Devotional Objects by Ordinary People". Religions 10, n.º 6 (20 de junho de 2019): 392. http://dx.doi.org/10.3390/rel10060392.

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Tracing the devotional beliefs and practices of everyday people during the late Middle Ages through documents is tricky, as most were written with other purposes in mind. To make up for this, it is necessary to examine the abundant material culture that survives from this period. By analyzing a variety of finds and comparing them with well-known objects used by the upper classes, it becomes evident that ordinary people shared the same religious views and practices. Both classes were interested in pieces that inspired active devotional and amuletic practice. They were intended to be gazed at and handled, then rested on a tabletop or nailed to a wall. Some folded, some rang, some could be blown through, while others were gazed upon. Lower quality materials and production of pieces had no impact on their ultimate use in the home.
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Tang, Rong, Elizabeth Quigley, Jeremy Guillette e Christopher Erdmann. "Shared discovery using a library tool on an interactive tabletop: Team composition, collaboration style and process". Proceedings of the American Society for Information Science and Technology 50, n.º 1 (2013): 1–15. http://dx.doi.org/10.1002/meet.14505001054.

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Montola, Markus, Jonne Arjoranta, William J. White, Myriel Balzer, Noirin Curran e J. Tuomas Harviainen. "International Journal of Role-playing 2: Full Issue". International Journal of Role-Playing, n.º 2 (27 de março de 2011): 1–71. http://dx.doi.org/10.33063/ijrp.vi2.189.

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International Journal of Role-Playing Issue 2: Full Issue Table of Contents Editorial -- Markus MontolaThe International Journal of Role-Playing is a response to a growing need for a place where the varied and wonderful fields of role-playing research and development, covering academia, the industry and the arts, can exchange knowledge and research, form networks and communicate. Jonne Arjoranta -- Defining Role-Playing Games as Language-Games This paper looks at one of the latest attempts to define role-playing games, and shows some potential problems with it. As an answer to these problems another definition is proposed, consisting of a game world, participants, shared narrative power and interaction. William J. White -- Playing House in a World of Night: Discursive Trajectories of Masculinity in a Tabletop Role-Playing Game Using excerpts from the transcript of a tabletop role-playing game session, this study examines how male players enact ideas about masculinity. Myriel Balzer -- Immersion as a Prerequisite of the Didactical Potential of Role-Playing The article deals with the relation of immersion and the didactical potential of role-playing. It fathoms the extent to which role-playing games without a didactical goal still have didactical potential, as well as the extent to which this potential is being exploited. Noirin Curran -- Stereotypes and Individual Differences in Role-playing Games Investigating earlier research into the individual differences in those who play role-playing games, this article provides a comprehensive review of research in the areas of demographics, interests, personality and identity as they pertain to gamers. J. Tuomas Harviainen -- Sadomasochist Role-Playing as Live-Action Role-Playing: A Trait-Descriptive Analysis This article describes sadomasochist role-playing which is physically performed by its participants, and compares that to live-action role-playing.
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Mariucci, Andrea. "From Dungeons & Dragons to Dragon Quest: Cultural dialogue and material shifts". Mutual Images Journal, n.º 11 (20 de dezembro de 2023): 27–50. http://dx.doi.org/10.32926/2023.11.3.

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Arguably one of the most popular genres in today’s video game market is the Japanese role-playing game (JRPG). The distinguishing traits of the genre are often a matter of debate. The final decision on whether something is a JRPG usually relies more on general feelings than on rigid criteria (Mallindine 2016). However, one shared trait among the exponents of the genre is that they find its roots in Western tabletop role-playing games, such as Dungeons&Dragons (1974). As a matter of fact, Dungeons&Dragons served as an inspiration for many other role-playing games (RPGs). One such example is Wizardry (1981), which, together with Ultima (1981), was among the most successful computer role-playing games of its time (Barton & Stacks 2008). The two games served as the beginning for long-spanning series, which enjoyed wide success in Japan (Adams 1985), where the RPG genre as a whole was soon integrated, through various platforms, into the local media ecology (Steinberg 2015). Wizardry in particular was also among the games which influenced Horii Yūji (Horii 2018a. 2018b) to create Dragon Quest (1986), one of the earliest examples of JRPG. This article seeks to draw a connection between Dungeons&Dragons and the early JRPGs. First, I compare Dungeons&Dragons, a tabletop RPG, to its most well-known digital counterparts of the time, Wizardry and Ultima. By doing this, I expose the differences between ‘pen and paper’ and ‘screen and software.’ Then, I observe the differences between Wizardry, Ultima, and Dragon Quest in terms of both aesthetics and gameplay, in order to understand how Japanese developers and distributors negotiated the concept of RPG for the Japanese market. In both comparisons I consider how characters, avatar, gameplay, and narrative are mediated by the platform and the cultural milieu hosting them.
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Isenberg, Petra, Niklas Elmqvist, Jean Scholtz, Daniel Cernea, Kwan-Liu Ma e Hans Hagen. "Collaborative visualization: Definition, challenges, and research agenda". Information Visualization 10, n.º 4 (29 de julho de 2011): 310–26. http://dx.doi.org/10.1177/1473871611412817.

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The conflux of two growing areas of technology – collaboration and visualization – into a new research direction, collaborative visualization, provides new research challenges. Technology now allows us to easily connect and collaborate with one another – in settings as diverse as over networked computers, across mobile devices, or using shared displays such as interactive walls and tabletop surfaces. Digital information is now regularly accessed by multiple people in order to share information, to view it together, to analyze it, or to form decisions. Visualizations are used to deal more effectively with large amounts of information while interactive visualizations allow users to explore the underlying data. While researchers face many challenges in collaboration and in visualization, the emergence of collaborative visualization poses additional challenges, but it is also an exciting opportunity to reach new audiences and applications for visualization tools and techniques. The purpose of this article is (1) to provide a definition, clear scope, and overview of the evolving field of collaborative visualization, (2) to help pinpoint the unique focus of collaborative visualization with its specific aspects, challenges, and requirements within the intersection of general computer-supported cooperative work and visualization research, and (3) to draw attention to important future research questions to be addressed by the community. We conclude by discussing a research agenda for future work on collaborative visualization and urge for a new generation of visualization tools that are designed with collaboration in mind from their very inception.
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Rouleau, Brian. "A Pint-Sized Public Sphere: Compensatory Colonialism in Literature by Elite Children During the Gilded Age and Progressive Era". Journal of the Gilded Age and Progressive Era 23, n.º 1 (janeiro de 2024): 9–25. http://dx.doi.org/10.1017/s1537781423000348.

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AbstractDuring the Gilded Age and Progressive Era, thousands of middle-class youths published their own amateur newspapers. These periodicals were printed using the so-called toy (or “novelty”) press, a portable tabletop device that helped democratize word processing. Children often used their presses to compose miniature novels and short stories. They then shared their prose with a national community of fellow juvenile writers collectively known as “Amateurdom.” Adolescent fiction explored an array of subjects, but the frontier, territorial expansion, and empire in the West became some of its particular fixations. All that imperial storytelling, however, possessed a rich subtext. Boys and girls, reacting to late-nineteenth-century changes in the lived experience of childhood, used their printing presses to challenge various constraints imposed upon them. But in so doing, they both perpetuated and reinforced a pernicious culture of settler colonialism that celebrated the subjugation of American Indians. Ultimately, the amateur publications of children remind us that fiction is not exclusively an adult enterprise. The creative output of young people provides important insight into an underexplored realm of the Gilded Age and Progressive Era’s literary world.
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McLean, Andrew. "Catastrophes and Cultures: Differing Approaches, Differing Responses". Prehospital and Disaster Medicine 38, S1 (maio de 2023): s196. http://dx.doi.org/10.1017/s1049023x23005022.

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Introduction:The Merriam-Webster Dictionary describes culture as “the customary beliefs, social forms, and material traits of a racial, religious, or social group.” Also noted are: “the characteristic features of everyday existence (such as diversions or a way of life) shared by people in a place or time.” Much has been written about the impact of culture on disaster risk and response. However, the issues are complex and multifactorial.Method:The author/presenter extensively reviewed current qualitative and quantitative literature regarding the impact of culture on disaster phases of mitigation, preparedness, response, and recovery.Results:There are over a thousand publications on the issue of culture and disaster. While it is clear culture plays a role in the phases of disaster management, there continues to be debate as to the weight which should be placed on culture, or whether it can be seen as separate from other elements which significantly impact phases of disaster, including political, economic, technologic, geophysical, etc.Conclusion:With subject matter expertise based on lived and academic experience, the presenter plans to utilize a tabletop format to engage small groups in discussion of the above concepts as well as their experiences relating to catastrophes and cultures. The hope is that this format will spur further translational research interest.
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Drieu, Michael, Michael Sams e Kelly Wilson. "One Gulf – Commitment to Preparedness". International Oil Spill Conference Proceedings 2017, n.º 1 (1 de maio de 2017): 2743–61. http://dx.doi.org/10.7901/2169-3358-2017.1.2743.

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ABSTRACT: Anadarko Petroleum Corporation partnered with the U.S. Coast Guard Eighth District and the Mexican Navy (SEMAR Zone 1) in a multi-year Mexico-United States (MEXUS) exercise series. The MEXUS Plan is a Joint Contingency Plan between the United Mexican States and the United States of America Regarding Pollution of the Marine Environment by Discharges of Hydrocarbons or other Hazardous Substances. It provides standard operational procedures with respect to bi-national coordination in case of pollution incidents that may represent a threat to coastal waters or the marine environment of the border zone of both countries. The MEXUS Agreement and Plan were developed after the Ixtoc I well blowout in June 1979. This international agreement entered into force on 30 March 1981. Under the MEXUS Plan there are two regional annexes: Gulf (MEXUSGULF) and Pacific (MEXUSPAC). Each Annex incorporates regional resource and high-level strategic information to assist each country in communication and coordination during an incident that impacts both countries’ jurisdiction. The regional annexes are not tactical; tactical planning remains at the local level (Area Contingency Plans in the U.S.; Local Contingency Plans in Mexico), led by the respective Federal On-Scene Coordinator (FOSC). For the U.S., the U.S. Coast Guard is the lead agency serving as the Federal On-Scene Coordinator; the Mexican Navy serves as the lead agency in Mexico. The U.S. Coast Guard has been working with the Mexican Navy (SEMAR) to update the MEXUS Plan, with a near final draft as of March 2017. The proposed changes incorporate several organizational changes that have occurred over the years while reiterating the core purpose as a communication and coordination plan. With the impending development of offshore leases in Mexico, coupled with efforts to update the MEXUS Plan, a tabletop exercise was conducted in 2016. This tabletop exercise allowed senior officials from federal and state agencies and industry representatives to openly discuss emerging scenarios and high-level strategies to identify gaps and shortfalls in existing plans, policies and procedures. To achieve this concept, both countries shared procedures and processes to allow for resources to operate in each respective country to minimize impact to natural resources and sensitive shoreline areas. In 2017, the lessons learned were incorporated in a multi-day exercise to demonstrate how industry, the U.S. Coast Guard and other agencies would manage a hypothetical offshore subsea well incident originating from the U.S. with resulting impacts in Mexican waters. This paper discusses the planning process and shares the lessons learned from both exercises in an effort to promote continued preparedness and improved response coordination. With the help of Mexican Association of Hydrocarbon Companies (AMEXHI), Mexico’s newly-formed national oil and gas industry association, these lessons learned will further help promote implementing Mexico’s new subsea containment and offshore response requirements.
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Chedid, Khalil, Michael Hayashi, Peter DeJonge, Olivia Yancey, Elliane Siebert, Amy Getz, Joseph Eisenberg, Andrew Hashikawa e Emily Martin. "Antimicrobial Bacteria and Viruses Detected Through Systematic Sampling in the Childcare Environment". Infection Control & Hospital Epidemiology 41, S1 (outubro de 2020): s461. http://dx.doi.org/10.1017/ice.2020.1134.

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Background: Approximately two-thirds of children aged <5 years receive out-of-home child care. Childcare attendees have an increased risk of infections compared to children not in childcare settings, possibly due to their close contact in a shared environment. As multidrug-resistant organisms (MDROs) increasingly move from healthcare-associated to community settings, childcare can provide a venue for further transmission of these pathogens. Our objective was to evaluate the bioburden of pathogens present on fomites in childcare centers and how surface contamination changes over time. Methods: The study was conducted in the single-room play area of an Ypsilanti, Michigan, childcare center caring for children aged 3–5 years. Polyester swabs were used to collect surface samples from 16 locations in the room, including (1) laminate, wood and plastic tabletops and furniture; (2) a stainless steel sink and adjacent plastic trash bin; and (3) wood, metal and plastic toys. A water sample was also collected at a 17th site. Samples were collected twice weekly for 5 of 6 weeks, followed by 1 additional collection (September–October 2019). Tryptic soy agar was used for standard plate counts and selective media were used to identify methicillin-resistant Staphylococcus aureus (MRSA), Vvancomycin-resistant Enterococcus (VRE), and extended-spectrum β-lactamase (ESBL)–producing Enterobacteriaceae. Single-plex RT-PCR was used to detect norovirus and adenovirus. Results: Among 175 samples collected on 11 days, MRSA and ESBL-producing Enterobacteriaceae were detected from 10.3% (18 of 175) and 8.0% (14 of 175), respectively, of environmental specimens. No specimens were positive for VRE or norovirus. Adenovirus was detected in 20 of 175 specimens (11.4%). Median bioburden by site ranged from 85 CFU/mL to 2,510 CFU/mL. The highest median bioburden was observed at the sink (2,510 CFU/mL), followed by the plastic building block table (1,620 CFU/mL), the small wood blocks (1,565 CFU/mL) and water from a water play area and an adjacent tabletop (1,260 and 1,100 CFU/mL respectively). The highest single day bioburden was 273,000 CFU/mL at the sink. Conclusion: The presence of MDROs on childcare center fomites raised concern for exposure to these pathogens among vulnerable populations. More study is needed to determine the degree to which these contaminated fomites drive transmission between children. We found the highest bioburdens on sites where children played or washed with water, identifying potential targets for more frequent cleaning.Funding: NoneDisclosures: Emily T. Martin reports a consulting from Pfizer.
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Johnson, Nicholas. "The Bard’s Life". Journal of Sound and Music in Games 5, n.º 3 (2024): 97–118. http://dx.doi.org/10.1525/jsmg.2024.5.3.97.

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Tabletop role-playing games have experienced a surge of popularity in recent years, as games such as Dungeons & Dragons (D&D) now boast over fifty million active players worldwide. Several of these games include options for players to choose characters with deep connections to music, the best known being the iconic Bard, often portrayed as a mischievous lutenist and storyteller, singing their way into and out of problems. A musical Bard was not always the standard, however, as an examination of the fifty-year history of D&D reveals a character originally modeled on a rogue that steadily grew in its dependence on music. Instead of relying on weapons or thievery, modern Bards primarily utilize music to accomplish their goals through charismatic performances. Similar to Roger Moseley’s framing of what it means to “play” in musical ways in video games, Bards now grant gamers the experience of “performing” magical music, bolstering a sense of otherworldliness in the game environment. Unlike video games, however, the music created by a Bard is usually silent. Players are directed to give vivid descriptions of their performances, and then roll dice to determine quality and effectiveness, but sounding music is rarely required. This essay explores how the Bard has evolved in D&D and considers the question of what that change says about music as a non-sounding tool in gameplay. Building on ludomusicological theories of music performance, as well as neurological studies of the brain’s response to internal imagining of musical stimuli, I contend the development of the Bard in D&D reflects a desire for expanded social gameplay, and creates opportunities for creative problem solving and deeper immersion in a shared collective imagination. I argue that musical imagery, like sounding music, has the ability to shape a gamer’s experience and helps create a richly decorated imagined fantasy world.
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Patrick, Laura, e Cliff Barber. "Tabletop Exercises-Preparing Through Play". International Oil Spill Conference Proceedings 2001, n.º 1 (1 de março de 2001): 363–67. http://dx.doi.org/10.7901/2169-3358-2001-1-363.

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ABSTRACT The Vancouver International Airport (the Airport) is Canada's second busiest airport, handling approximately 16 million passengers, 370,000 aircraft movements. and 1.5 billion liters (400 million gallons) of aviation fuel annually. The Airport is located on an island in the estuary of the Fraser River, a major migration corridor for salmon. The Fraser River estuary is on the Pacific Flyway. Twice in the past 20 years, a major fuel spill on the Airport has reached the Fraser River. The Vancouver International Airport Authority's (Airport Authority) Environmental Emergency Response Program places a dual emphasis on prevention and emergency response. Key objectives include:Fostering cooperation among tenants, response agencies, and the Airport AuthorityEnsuring a quick, safe, and effective response to spillsReducing the severity and frequency of spills One of the program tools used, and the subject of this paper, is a tabletop exercise. A tabletop exercise brings together various response organizations in an environment where a scripted scenario can be worked from the comfort of a meeting room. The Airport Authority has used tabletop exercises for the past 8 years to practice various emergency scenarios that can occur at an airport (e.g., plane crashes, bomb threats, and hazardous material incidents). The frequency of exercises is planned. The specific scenario to be exercised purposely is not identified too far in advance, allowing for a timely response to actual incidents or near incidents. For example, a tenant had a major fuel spill involving a mobile refueler. The incident response was well managed, with the tenant undertaking responsibility for the long-term site remediation. However, other fueling tenants were not sure they were as well prepared. Therefore, the next tabletop exercise was tailored to allow all fuel-handling tenants, including government agencies and Airport Authority response management to take part in an event mimicking the actual spill, thus adding an element of reality and urgency to the tabletop exercise. Participants appreciate the opportunity to participate in the tabletop exercises. They come away with a solid understanding of their responsibilities and what resources they would bring to a real incident. Most of all, it is an opportunity for the individuals who have taken part in an actual incident to share their experience. While there continues to be more effort on preventing hazardous material spills, well-scripted and facilitated tabletop exercises are excellent tools for preparing for the real thing.
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Kim, Jongoh. "The Characteristics of Bronze Age in the Midwest: Focusing on the Small Tomb chambers". Paek-San Society 126 (31 de agosto de 2023): 39–68. http://dx.doi.org/10.52557/tpsh.2023.126.39.

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This article analyzes small tomb chambers of Bronze Age in the Midwest. Organized by basin and by tomb, this study examined their locations and distribution, tomb chamber size and special structures, burial and cremation spaces, and construction times based on excavated artifact types and radiocarbon dates. A total of 60 tomb chambers were identified, with 48 of them located on the west coast near the Yellow Sea and Anseongcheon Stream. The stone-coffin tombs are characterized by a singular distribution pattern, while the dolmens are found in groups. The preferred location for these tombs seems to be sites with favorable views, often situated at the highest point of a hill or on the flat surface of a ridge. The average tomb chamber on the west coast differs by about 30 centimeters compared to those around the Imjin River, but the length to width ratio is similar, which seems to explain the distribution of dolmens with a rectangular tomb chamber. On the other hand, other basins with multiple tombs have a different ratio of length to width, with either a rectangular or circular tomb with a square-shaped tomb chamber. The “ㅍ”-shaped plan of the stone coffin tomb in Tojin-ri is similar to large tabletop dolmens in Northeast Asia, such as those in Ganghwa Osang-ri, Anak Noam-ri, and Huojia Ancient Tombs in Gaizhou City, which is likely due to interaction or influence between groups. Four types of tomb chambers were identified in the dolmens of Suwolam-ri. Among them, Type Ⅲ-2 stands out as an unusual structure, characterized by a two-tiered excavation. In this structure, a single-tiered pit was dug, and the second-tiered pit was filled with charcoal, ashes, and human bones. On top of this, a stone coffin was constructed. There are 32 types of cremation tomb chambers categorized based on the condition of human bones found at the cremation sites. Cremation type I sites were located inside the tomb, where blood heat marks and sintering marks were observed in the tomb light or tomb room. Cremation type II sites were outside the tomb, with only human bones, charcoal, and ashes identified, making it difficult to determine their form. Cremation type I is found exclusively in stone-coffin tombs, while type II is found in many types of tombs. Although type II sites are generally not well-identified, the stone-coffin tombs in Tojin-ri and Hwayang District are notable for their adjacent pit toward the north. A similar structure is also found in Jungdo-dong. The similarity in the location of the cremation space to that in the Midwest suggests it was a common practice of the time. The stone-coffin tombs in Yongi-dong exhibit a structure with a rectangular chamber and the stone coffin located on one side, which differs from the existing cremation type I. A similar structure was found in Sinseo-dong, Daegu. This structure represents a different method between in situ cremation and transferred burial. It involves burning the body in the tomb and constructing a tomb chamber in its place. Although only a few examples have been found so far, further research is expected to shed light on this practice. Artifacts were concentrated in the cremation-type dolmens and stone-coffin tombs of the West Sea and Anseongcheon Stream. One-piece handle-type stone daggers, combined with polished stone arrowheads, were discovered in various tomb types, with construction dates ranging from the 8th to the 2nd century B.C. It is known that daggers with guards and pommels of equal width are earlier in date than those with wider pommels, although the calibrated date values may differ. This suggests the coexistence of multiple production methods rather than a change in form over time. Red burnished jar are characterized as grave goods buried in certain regions, centered on the South Coast. However, recently they were also found in Midwestern tombs, which is an important clue to how burial practices were shared in the South.
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Cook, Mike P., Matthew Gremo e Ryan Morgan. "Playing Around with Literature: Tabletop Role-Playing Games in Middle Grades ELA". Voices from the Middle 25, n.º 2 (1 de dezembro de 2017): 62–69. http://dx.doi.org/10.58680/vm201729412.

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The ever-increasing interest in gaming, both in and out of school, suggests the need for further examinations of the affordances and educational possibilities that lie within gaming, especially within English language arts and literacy classrooms. This article describes the experiences of two middle school ELA classes implementing a tabletop role-playing game in their literature study. Moreover, we share the related benefits to student learning and suggestions, support, and resources for teachers interested in utilizing gaming to foster literary and literacy learning in their own classrooms.
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Fan, Tingting, Patrik Grychtol, Ronny Knut, Carlos Hernández-García, Daniel D. Hickstein, Dmitriy Zusin, Christian Gentry et al. "Bright circularly polarized soft X-ray high harmonics for X-ray magnetic circular dichroism". Proceedings of the National Academy of Sciences 112, n.º 46 (3 de novembro de 2015): 14206–11. http://dx.doi.org/10.1073/pnas.1519666112.

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We demonstrate, to our knowledge, the first bright circularly polarized high-harmonic beams in the soft X-ray region of the electromagnetic spectrum, and use them to implement X-ray magnetic circular dichroism measurements in a tabletop-scale setup. Using counterrotating circularly polarized laser fields at 1.3 and 0.79 µm, we generate circularly polarized harmonics with photon energies exceeding 160 eV. The harmonic spectra emerge as a sequence of closely spaced pairs of left and right circularly polarized peaks, with energies determined by conservation of energy and spin angular momentum. We explain the single-atom and macroscopic physics by identifying the dominant electron quantum trajectories and optimal phase-matching conditions. The first advanced phase-matched propagation simulations for circularly polarized harmonics reveal the influence of the finite phase-matching temporal window on the spectrum, as well as the unique polarization-shaped attosecond pulse train. Finally, we use, to our knowledge, the first tabletop X-ray magnetic circular dichroism measurements at the N4,5 absorption edges of Gd to validate the high degree of circularity, brightness, and stability of this light source. These results demonstrate the feasibility of manipulating the polarization, spectrum, and temporal shape of high harmonics in the soft X-ray region by manipulating the driving laser waveform.
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Contreras Hernández, S., e A. I. Muñoz Galicia. "Red de aprendizaje en web para dispositivos móviles". Tecnología Educativa Revista CONAIC 2, n.º 2 (1 de fevereiro de 2021): 36–43. http://dx.doi.org/10.32671/terc.v2i2.158.

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El proyecto consiste en el desarrollo de un sistema de red de usuarios para compartir información en el ámbito educativo. El diseño de la aplicación permite la interacción con ésta a través de una computadora de escritorio o de dispositivos móviles como tabletas o teléfonos inteligentes. La información compartida es generada por alumnos a través de las actividades de aprendizaje colocadas por el profesor del curso. Las clases son compartimentos accedidos por los usuarios inscritos, ya sean alumnos, profesores o administradores del curso. El sistema está desarrollado con tecnología que permite el acceso rápido a la información contenida en la bases de datos. The project involves the development of network system users, to share information in education. The application design enables interaction with it through desktop or mobile devices such as tablets or smartphones. The shared information is generated by students through learning activities arranged by the teacher. Classes are compartments accessed by registered users, whether students, teachers or administrators of the course. The system is developed with technology that allows quick access to information contained in database.
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Hammad, Fayçal, e Alexandre Landry. "A simple superconductor quantum interference device for testing gravity". Modern Physics Letters A 35, n.º 20 (29 de maio de 2020): 2050171. http://dx.doi.org/10.1142/s0217732320501710.

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A simple tabletop setup based on a superconductor quantum interference device is proposed to test the gravitational interaction. A D-shaped superconducting loop has the straight segment immersed inside a massive sphere while the half-circle segment is wrapped around the sphere. The superconducting condensate within the straight arm of the loop thus bathes inside a gravitational simple harmonic oscillator potential while the condensate in the half-circle arm bathes in the constant gravitational potential around the sphere. The resulting phase difference at the Josephson junctions on both sides of the straight arm induces a sinusoidal electric current that has a frequency determined by the precise gravitational potential due to the massive sphere.
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Yohannes, Bereket, e Admassu Abebe. "Determination of tensile strength of shaped tablets". Powder Technology 383 (maio de 2021): 11–18. http://dx.doi.org/10.1016/j.powtec.2021.01.014.

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Cheng, Kun, Jiabi Zhu, Xiaoxia Song, Lizhi Sun e Junhong Zhang. "Studies of Hydroxypropyl Methylcellulose Donut-Shaped Tablets". Drug Development and Industrial Pharmacy 25, n.º 9 (janeiro de 1999): 1067–71. http://dx.doi.org/10.1081/ddc-100102271.

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Luna, Aime, Melika Salehabadi, Dieter Klatt e Thomas Royston. "Elastography using torsional wave motion in transverse isotropic material". Journal of the Acoustical Society of America 153, n.º 3_supplement (1 de março de 2023): A313. http://dx.doi.org/10.1121/10.0018974.

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An experimental configuration for driving and measuring torsional wave motion is designed, fabricated and experimentally tested using magnetic resonance elastography (MRE) in both a ultra-high field preclinical MRI system and in a cryogen-free low-field tabletop MRI system. Cylindrically-shaped isotropic and transversely isotropic phantoms, as well as the excised cat soleus muscle are statically stretched along their main axis to specific prestrain levels while simultaneously conducting MRE measurements with torsional waves. In the case of the excised cat soleus, diffusion tensor imaging is also performed to enable a co-registered mapping of fiber structure. The potential advantage of torsional wave excitation to drive shear wave motion over a large volume with uniform amplitude, and hence SNR, is tested by comparison to excitation of shear waves using other methods.
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Tetteroo, Daniel, Henk Seelen, Annick Timmermans e Panos Markopoulos. "Rehabilitation Therapists as Software Creators?" International Journal of Sociotechnology and Knowledge Development 6, n.º 1 (janeiro de 2014): 36–50. http://dx.doi.org/10.4018/ijskd.2014010103.

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The authors discuss the feasibility of End-User Development (EUD) for non-information workers in the context of neurorehabilitation. The authors present a three-week long field deployment of TagTrainer, a system that enables therapists to create, share, and use exercises for arm-hand training with a tangible interactive tabletop application. The experiences suggest that therapists are capable and motivated to create content that is tailored to the training needs of their patients. Three key challenges are identified for enabling EUD practices in a clinical setting, which appear to have a broader relevance outside the specific domain of neurorehabilitation: more support for retrieval and sharing of existing solutions developed by end users, guiding end-user developers to ensure usability and software quality for their creations, and aligning with the revenue model of the organization.
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Garcia, Antero. "Chapter 1: “I piss a lot of people off when I play dwarves like dwarves”: Race, Gender, and Critical Systems in Tabletop Role-Playing Games". Teachers College Record: The Voice of Scholarship in Education 123, n.º 13 (abril de 2021): 1–26. http://dx.doi.org/10.1177/016146812112301302.

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Background This chapter explores player interactions and engagement in tabletop role-playing game settings. Objective Particularly focusing on the intersection of gaming systems, virtual settings, and player interactions, this chapter seeks to explore how implicit systems shape individuals’ experiences and behaviors. Through this focus, the chapter intentionally draws parallels between informal gaming settings and classroom-based interactions. Setting Though this study makes specific connections to classroom pedagogies, data were collected from a multiyear ethnographic study of playing tabletop role-playing games with adult participants in informal learning environments. Data were collected from within public gaming cafes and shops. Research Design Participant observation within a role-playing game community served as the primary approach to this ethnographic study. In addition to fieldnote-based observation, interviews with players and archival analysis of gaming artifacts helped triangulate meaning-making at the gaming table. Analysis was conducted through an inductive coding approach that focused on player interactions, systems, and settings. Findings Cultural values, including racism and sexism, shaped player experiences at the table, based on systemic designs and textual guidance from game-related fiction. While games speak to broad possibilities for exploring race and gender, these constructs become limited through the layers of player beliefs, designed rule sets, and depictions within narratives. The emancipatory possibilities of ludic imagination are flattened by cultural norms that may oppress. Conclusions Broadening the findings from this study, this chapter concludes with classroom-based recommendations. If a contemporary approach to critical pedagogy depends on dialogue and cultural understanding, this chapter points to the limitations of confining such work to traditional classroom settings. Instead, it suggests that an interrogation of these systems, alongside youth, is a necessary step in critically oriented classrooms.
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Alban, Ashton, Andrea Hiddinga, Marina Zainal Farid, Chris Laszcz-Davis, David Rodríguez Marín e Ifeyinwa (Okafor) Anya. "158 Embracing climate change and an evolving world! Discover global OEHS perspectives in a world cafe conversation". Annals of Work Exposures and Health 68, Supplement_1 (1 de junho de 2024): 1. http://dx.doi.org/10.1093/annweh/wxae035.267.

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Abstract Exacerbating novel and known occupational hazards, climate change is threatening the occupational setting and OEHS professionals are being forced to adapt to the quickly changing world. Faced with the question of how to minimize workers exposure to the hazards, many professionals are left wondering if there are others facing similar issues to collaborate with. In this workshop, OEHS professionals from around the world will participate in a world cafe by rotating through 5 tabletop conversations exploring the most pressing challenges addressing climate change exacerbated hazards in the occupational setting. Each table will be representative of a different region of the world and facilitated by an OEHS professional from that region. Facilitators will share their experiences and encourage others to share their experiences and ideas in addressing the hazards. Dialogue will promote collaboration, knowledge sharing that will leave participants with a network of support and new ideas to enact in their workplace. The concerns and ideas taken from the conversation will be used to develop a summary presenting the discussed major occupational hazards exacerbated by climate change and ideas to address occupational hygiene and worker health protection through the minimization of worker exposure to those discussed hazardous agents.
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Tzoref, Shani. "Covenantal Election in 4Q252 and Jubilees’ Heavenly Tablets". Dead Sea Discoveries 18, n.º 1 (2011): 74–89. http://dx.doi.org/10.1163/156851711x551536.

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AbstractThis study builds upon earlier attempts in scholarship to (1) identify the common element(s) among the thirty or so passages attributed to the Heavenly Tablets in Jubilees, and (2) to determine the unifying factor(s) underlying 4Q252 (4QCommentary on Genesis A). I demonstrate that the close affinity between the list of passages from the book of Genesis that are featured in 4Q252 and those represented in Jubilees’ Heavenly Tablets points to a shared exegetical tradition pertaining to Elect and accursed figures in Genesis. I further argue that the differences between these lists, and between their respective treatments of some of the accursed figures, indicate distinctive recastings of this shared tradition.
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Williams, Mary L., Simone Camel, Liette B. Ocker, Kelly Zinn, Nicholas E. Grahovec e Heather Frazier. "Student Perceptions of Interprofessional Valuing After a Tabletop Interprofessional Education Simulation". Athletic Training Education Journal 15, n.º 1 (1 de janeiro de 2020): 41–48. http://dx.doi.org/10.4085/150119024.

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Context The focus of learning and working with professions outside of one's own is the essence of interprofessional education (IPE). Interprofessional education satisfies accreditation standards and is a high-impact teaching practice. Interprofessional education is often studied in nursing, medicine, and pharmacy; however, it has rarely been explored in athletic training. Objective To determine student perceptions of interprofessional valuing among a unique combination of disciplines. Design Survey. Setting Students were seated in interprofessional teams at round tables in a ballroom resembling a professional conference. Patients or Other Participants Forty prelicensure students participated in the tabletop simulation (athletic training = 12, dietetics = 9, nursing = 19). Of these participants, 36 completed the survey (athletic training = 9, dietetics = 8, nursing = 19). Main Outcome Measure(s) Student teams were given 2 cases and were prompted to discuss and complete accompanying tasks. Debriefing followed each case. Afterward, students were asked to complete the questionnaire. The Interprofessional Socialization and Valuing Scale-24 (ISVS) was used to assess interprofessional beliefs, attitudes, and behaviors. Results The ISVS and factor means were near the top of the survey scale, indicating that students had positive perceptions of interprofessional roles and socialization. All disciplines reported strong beliefs, attitudes, and behaviors towards IPE. No significant differences on the ISVS or subscales were identified among the disciplines or between those with and without previous IPE experience. Analysis of items revealed low scores for athletic training students on being able to share and exchange ideas in a team discussion, an important interprofessional behavior. Conclusions A combination of factors including newness to IPE, fewer IPE experiences, and unequal ratios of professions represented in each group may explain why athletic training students reported more challenges with sharing and exchanging ideas. Conducting a tabletop IPE events may facilitate the development of interprofessional valuing and socialization.
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Chen, Shun Tong, Zong Han Jiang, Yi Ying Wu e Hong Ye Yang. "Development of a Reverse Micro EDM-Drilling for Holing Diamond-Tool". Advanced Materials Research 126-128 (agosto de 2010): 802–7. http://dx.doi.org/10.4028/www.scientific.net/amr.126-128.802.

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This study presents the development of a drilling technique for an innovative tabletop drilling machine that combines micro-EDM with drilling to fabricate micro-holes in diamond-tool. The mechanisms designs of double V-shaped bearings and double spindles which provide a precision clamping and vertical alignment for diamond-tool and micro-tube are devised to enable to machine a co-centric micro-hole for micro-tool. A diamond-tool, made with copper-based sintered alloy, is drilled by using the developed technique of co-centric micro-hole EDM-drilling into a hollow shaft which can create equilibrium of drilling forces, prevent a drilling squeezing to be occurred and enable to offer a temporary storing space for drilling chips. Relative experiments including the determinations of drilling ratio and discharge capacitance are carried out via this established machine. Experimental results show that excellent geometric and dimensional accuracy of micro-holes on the diamond-tool can be achieved.
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Kong, David S., Todd A. Thorsen, Jonathan Babb, Scott T. Wick, Jeremy J. Gam, Ron Weiss e Peter A. Carr. "Open-source, community-driven microfluidics with Metafluidics". Nature Biotechnology 35, n.º 6 (junho de 2017): 523–29. http://dx.doi.org/10.1038/nbt.3873.

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Abstract Microfluidic devices have the potential to automate and miniaturize biological experiments, but open-source sharing of device designs has lagged behind sharing of other resources such as software. Synthetic biologists have used microfluidics for DNA assembly, cell-free expression, and cell culture, but a combination of expense, device complexity, and reliance on custom set-ups hampers their widespread adoption. We present Metafluidics, an open-source, community-driven repository that hosts digital design files, assembly specifications, and open-source software to enable users to build, configure, and operate a microfluidic device. We use Metafluidics to share designs and fabrication instructions for both a microfluidic ring-mixer device and a 32-channel tabletop microfluidic controller. This device and controller are applied to build genetic circuits using standard DNA assembly methods including ligation, Gateway, Gibson, and Golden Gate. Metafluidics is intended to enable a broad community of engineers, DIY enthusiasts, and other nontraditional participants with limited fabrication skills to contribute to microfluidic research.
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Roes, Martina, e Chaya Koren. "Applying Innovative Qualitative Methods to Understand the Perspective of Vulnerable and Diverse Populations". Innovation in Aging 4, Supplement_1 (1 de dezembro de 2020): 564–65. http://dx.doi.org/10.1093/geroni/igaa057.1863.

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Abstract The application of a variety of innovative qualitative research methods and analysis as well as the possibilities it offers for the selected population to share their personal experience is the main focus of this symposium. We present the relationships between design, methodological approaches and themes of interest for the people who participate in research. The presenters used designs such as ethnographic field research or phenomenological designs. The used photos taken and analyzed by the participants; using photo-voice and tabletop exercise. All speakers will present their designs and methods linked to a specific research theme. Using examples of recent and highly innovative research practices which meaningfully challenge taken-for-granted assumptions in social science and care research, to open new ground for other ways of thinking about doing research in these fields. Goal for the discussion is a critical reflection of the designs and methods used and to provide take away messages
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P, Narayana Raju, Prakash K, Rama Rao T, B. C. S. Reddy, Sreenivasulu V e Lakshmi Narasu M. "Effect of Tablet Surface Area and Surface Area/Volume on Drug Release from Lamivudine Extended Release Matrix Tablets". International Journal of Pharmaceutical Sciences and Nanotechnology 3, n.º 1 (31 de maio de 2010): 872–76. http://dx.doi.org/10.37285/ijpsn.2010.3.1.11.

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The purpose of this study was to investigate the influence of tablet surface area/ volume (SA/Vol) on drug release from extended-release matrix tablets of lamivudine prepared with hydroxy propyl methylcellulose (HPMC). Highly soluble drug such as lamivudine was utilized in this study to give predominantly diffusion-controlled release. Drug release from HPMC matrix tablets with similar values of SA/Vol was comparable within the same tablet shaped tablet. Tablets having the same surface area but different SA/Vol values did not result in similar drug release, tablets with larger SA/Vol values had faster release profiles. Utility of SA/Vol to affect drug release was demonstrated by changing drug doses, and altering tablet shape to adjust SA/Vol. When SA/Vol was held constant, similar release profiles were obtained. Thus, surface area/volume is one of the key variables in controlling drug release from HPMC matrix tablets. Proper use of this variable has practical application by formulators who may need to duplicate drug release profiles from tablets of different sizes and different shapes.
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Sharifovna, Xidoyatova Zulfiya, Azimova Nozima Akramovna e Azimova Munira Takhirovna. "Analysis Of The Assortment Of Drugs With A Sedative Effect". American Journal of Medical Sciences and Pharmaceutical Research 03, n.º 01 (22 de janeiro de 2021): 81–86. http://dx.doi.org/10.37547/tajmspr/volume03issue01-12.

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A content analysis of the pharmaceutical market range of drugs with sedative effect was conducted. In the analysis of drugs with sedative effect, "West trade", "Floromed", "Grand farm", "Tabletka", "Dava", "Shafran farm", "Glucose", "Tetra", "Kobiljon Obidjon", "Pharmacy diabetes", "Navbahor", "777 pharmacy", "999 pharmacy", "pharmacy Malikabonu" pharmacies, the Department of neurology of the II clinic of the Tashkent Medical Academy, the State Department of medicines and medical products the basis of the register was. Determination of the share of products of manufacturing enterprises in the pharmaceutical market was the main objective of the study carried out.
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Song, Yongxin, Richard Turton e Ferhan Kayihan. "Contact detection algorithms for DEM simulations of tablet-shaped particles". Powder Technology 161, n.º 1 (janeiro de 2006): 32–40. http://dx.doi.org/10.1016/j.powtec.2005.07.004.

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Do, Tam Le Phuc, Jinwon Choi, Viet Quoc Le, Philippe Gentet, Leehwan Hwang e Seunghyun Lee. "HoloGaussian Digital Twin: Reconstructing 3D Scenes with Gaussian Splatting for Tabletop Hologram Visualization of Real Environments". Remote Sensing 16, n.º 23 (6 de dezembro de 2024): 4591. https://doi.org/10.3390/rs16234591.

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Several studies have explored the use of hologram technology in architecture and urban design, demonstrating its feasibility. Holograms can represent 3D spatial data and offer an immersive experience, potentially replacing traditional methods such as physical 3D and offering a promising alternative to mixed-reality display technologies. Holograms can visualize realistic scenes such as buildings, cityscapes, and landscapes using the novel view synthesis technique. This study examines the suitability of spatial data collected through the Gaussian splatting method for tabletop hologram visualization. Recent advancements in Gaussian splatting algorithms allow for real-time spatial data collection of a higher quality compared to photogrammetry and neural radiance fields. Both hologram visualization and Gaussian splatting share similarities in that they recreate 3D scenes without the need for mesh reconstruction. In this research, unmanned aerial vehicle-acquired primary image data were processed for 3D reconstruction using Gaussian splatting techniques and subsequently visualized through holographic displays. Two experimental environments were used, namely, a building and a university campus. As a result, 3D Gaussian data have proven to be an ideal spatial data source for hologram visualization, offering new possibilities for real-time motion holograms of real environments and digital twins.
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Kim, Cherng-ju. "Controlled release from triple layer, donut-shaped tablets with enteric polymers". AAPS PharmSciTech 6, n.º 3 (setembro de 2005): E429—E436. http://dx.doi.org/10.1208/pt060353.

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Kim, Cherng-ju. "Release kinetics of coated, donut-shaped tablets for water soluble drugs". European Journal of Pharmaceutical Sciences 7, n.º 3 (fevereiro de 1999): 237–42. http://dx.doi.org/10.1016/s0928-0987(98)00029-3.

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Eddy, Samantha. "More than a Game: Racecraft and the Adaptation of “Race” in Live Action Role Play". Humanities 9, n.º 4 (21 de outubro de 2020): 124. http://dx.doi.org/10.3390/h9040124.

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Live action role players make the imaginative worlds of tabletop games manifest through collaborative storytelling and embodied play. Escaping the everyday, these communities could radically reimagine culture and challenge oppressive ideologies. Instead, they are deeply invested in essentializing “race”. I conducted a three-year ethnographic study alongside 20 semi-structured interviews to explore racecraft in live action role play. Supporting the groundbreaking work of Karen and Barbara Fields, I find that racecraft is a social process—continually negotiated and maintained through intimate interactions and community exchanges. Through this process, the definition of “race” is continually adapted while belief in this category remains entrenched. When participants confront racist stereotypes, practitioners coerce marginalized members into a false exchange. These members are encouraged to share experiences detailing the damage of problematic representations. Practitioners then reduce these experiences to monolithic understandings of “race”. In this insidious manner, anti-racist confrontations become fodder for racecraft. Complicating this further, patterned racism is characterized as an inborn quality of whiteness, minimizing practitioners’ accountability. Responsibility is then shifted onto marginalized participants and their willingness to engage in “racial” education. This trap is ingrained in the double standard of racism, adapting “race” such that whiteness is unrestricted by the monolithic definitions applied to those outside this category.
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Malladi, Jaya, Kurex Sidik, Sutan Wu, Ryan McCann, Jeffrey Dougherty, Prakash Parab e Thomas Carragher. "Novel platens to measure the hardness of a pentagonal shaped tablet". Pharmaceutical Development and Technology 22, n.º 2 (4 de outubro de 2016): 246–55. http://dx.doi.org/10.1080/10837450.2016.1219370.

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Klinzing, Gerard R., Antonios Zavaliangos, John Cunningham, Tracey Mascaro e Denita Winstead. "Temperature and density evolution during compaction of a capsule shaped tablet". Computers & Chemical Engineering 34, n.º 7 (julho de 2010): 1082–91. http://dx.doi.org/10.1016/j.compchemeng.2010.04.012.

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Franck, Jason, Admassu Abebe, Rekha Keluskar, Kyle Martin, Antara Majumdar, Niranjan Kottala e Howard Stamato. "Axial strength test for round flat faced versus capsule shaped bilayer tablets". Pharmaceutical Development and Technology 20, n.º 2 (13 de novembro de 2013): 139–45. http://dx.doi.org/10.3109/10837450.2013.852570.

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Karasulu, H. Yeşim, e Gökhan Ertan. "Different geometric shaped hydrogel theophylline tablets: statistical approach for estimating drug release". Il Farmaco 57, n.º 11 (novembro de 2002): 939–45. http://dx.doi.org/10.1016/s0014-827x(02)01297-1.

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Yu, Xunbo, Xinzhu Sang, Xin Gao, Binbin Yan, Duo Chen, Boyang Liu, Li Liu, Chao Gao e Peiren Wang. "360-degree tabletop 3D light-field display with ring-shaped viewing range based on aspheric conical lens array". Optics Express 27, n.º 19 (9 de setembro de 2019): 26738. http://dx.doi.org/10.1364/oe.27.026738.

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Thanawuth, Kasitpong, Sontaya Limmatvapirat, Catleya Rojviriya e Pornsak Sriamornsak. "Controlled Release of Felodipine from 3D-Printed Tablets with Constant Surface Area: Influence of Surface Geometry". Pharmaceutics 15, n.º 2 (31 de janeiro de 2023): 467. http://dx.doi.org/10.3390/pharmaceutics15020467.

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In this study, 3D-printed tablets with a constant surface area were designed and fabricated using polylactic acid (PLA) in the outer compartment and polyvinyl alcohol and felodipine (FDP) in the inner compartment. The influences of different surface geometries of the inner compartment, namely, round, hexagon, square, and triangle, on drug release from 3D-printed tablets were also studied. The morphology and porosity of the inner compartment were determined using scanning electron microscopy and synchrotron radiation X-ray tomographic microscopy, respectively. Additionally, drug content and drug release were also evaluated. The results revealed that the round-shaped geometry seemed to have the greatest total surface area of the inner compartment, followed by square-shaped, hexagon-shaped, and triangle-shaped geometries. FDP-loaded 3D-printed tablets with triangle and hexagon surface geometries had the slowest drug release (about 80% within 24 h). In the round-shaped and square-shaped 3D-printed tablets, complete drug release was observed within 12 h. Furthermore, the drug release from triangle-shaped 3D-printed tablets with double the volume of the inner compartment was faster than that of a smaller volume. This was due to the fact that a larger tablet volume increased the surface area contacting the medium, resulting in a faster drug release. The findings indicated that the surface geometry of 3D-printed tablets with a constant surface area affected drug release. This study suggests that 3D printing technology may be used to develop oral solid dosage forms suitable for customized therapeutic treatments.
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Ryou, Jae-Suk, e Yong-Soo Lee. "A Study on Setting Time and Early Strength of Tablet-Shaped Accelerators". Journal of the Korea Concrete Institute 23, n.º 3 (30 de junho de 2011): 347–52. http://dx.doi.org/10.4334/jkci.2011.23.3.347.

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Berard, David, Saul J. Vega, Sofia I. Hernandez Torres, I. Amy Polykratis, Jose Salinas, Evan Ross, Guy Avital, Emily N. Boice e Eric J. Snider. "Development of the PhysioVessel: a customizable platform for simulating physiological fluid resuscitation". Biomedical Physics & Engineering Express 8, n.º 3 (7 de abril de 2022): 035017. http://dx.doi.org/10.1088/2057-1976/ac6196.

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Abstract Uncontrolled hemorrhage is a leading cause of death in trauma situations. Developing solutions to automate hemorrhagic shock resuscitation may improve the outcomes for trauma patients. However, testing and development of automated solutions to address critical care interventions, oftentimes require extensive large animal studies for even initial troubleshooting. The use of accurate laboratory or in-silico models may provide a way to reduce the need for large animal datasets. Here, a tabletop model, for use in the development of fluid resuscitation with physiologically relevant pressure-volume responsiveness for high throughput testing, is presented. The design approach shown can be applied to any pressure-volume dataset through a process of curve-fitting, 3D modeling, and fabrication of a fluid reservoir shaped to the precise curve fit. Two case studies are presented here based on different resuscitation fluids: whole blood and crystalloid resuscitation. Both scenarios were derived from data acquired during porcine hemorrhage studies, used a pressure-volume curve to design and fabricate a 3D model, and evaluated to show that the test platform mimics the physiological data. The vessels produced based on data collected from pigs infused with whole blood and crystalloid were able to reproduce normalized pressure-volume curves within one standard deviation of the porcine data with mean residual differences of 0.018 and 0.016, respectively. This design process is useful for developing closed-loop algorithms for resuscitation and can simplify initial testing of technologies for this life-saving medical intervention.
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